Outlast women's department. Walkthrough. Follow the blood

Outlast women's department.  Walkthrough.  Follow the blood
Outlast women's department. Walkthrough. Follow the blood
Administrative block

Reporter Miles Upshur arrives at the Mount Massive Asylum in hopes of obtaining exclusive materials and at the same time conduct an investigation. Having just entered the territory of the hospital, it becomes clear that you shouldn’t expect an easy walk. There is no turning back: the gates slam shut, leaving us alone with the horror that is happening. We read a letter from an anonymous source, which talks about research conducted within the walls of the hospital. We go forward and open the door. We raise the camera to capture the strange moment and make a note accordingly. We move to the left towards the side gate. There is a gap at the bottom, we crouch down and go through it. There is scaffolding ahead, we climb up the stairs. We turn right, jump over the gap around the corner and climb even higher. We turn around and, before reaching the end, jump to the open window of the upper floor.

Here we are inside, turning on the camera again and activating the night vision. On the right top corner The battery charge level and the number of batteries themselves are displayed. There is nothing interesting here, so without hesitation, we get out of the room. From the corridor we move to the next room. It's more or less light here, so we turn off night vision. We go right and open the next door. We squeeze between the locker and the shelf in the corridor. We immediately enter the room on the left and take the battery from open box. Before reaching glass door, turn into the room on the right. We jump up and get into the ventilation. Having got out from the other side, we go into the library, where we meet the only surviving fighter. He warns us of danger and advises us to leave this place as soon as possible. The main gate can be opened from the security control room.

We leave the library, turn right and, having walked forward a little, turn right again. There is another battery in the toilet. A huge mutant will catch us and throw us down. As usual, the first thing we do is look into the toilet behind us and pick up the battery from there. Now let's move to office space and we get out into the corridor. The local patients don’t even notice us; we go around them and pass under the boarded up boards near the aisle. Let's look into the next room and find a guard who has an access card. We return to the main hall and head to the opposite corridor on the left side. Let's explore all the side rooms in search of documents and batteries. Lastly, we unlock the security room and be sure to close the door behind us. We interact with the keyboard and watch the screen.

From the outside, Mount Massive looks harmless.


An unknown person turns off the power. We quickly hide in the locker and wait for the enemy to leave. We get to the hall and go down the stairs on the right side. To restart the generator, you need to turn on two fuel pumps and a central switch. We go to the first room on the right side. We select the battery from the rack on the right. We close the door, activate the pump and hide in the locker. When the patient leaves, we approach the door and try to track him down. We carefully move into next room, turn on the second pump and quickly hide under the bed. We observe the illuminated passage on the right side. As soon as the enemy moves to the left, we move there.

Once in the corridor, let's go into the room and take the battery from the rack. Returning to the corridor, we jump over the obstacle and turn right at the fork. We get to the room with the lever, close the door, pick up the battery from the cart and pull the lever. We quickly hide in one of the lockers and wait for the enemy to leave. Returning to the corridor, we go to the fork, turn left and immediately enter small room. We pick up the battery from the rack and hide under the bed. The patient will definitely look here. But as soon as he leaves, we can easily get to the generator, turn it on and return to the security room. We are trying to finish the job we started, but they grab us from behind and inject us with some kind of solution.

Prison block

Having woken up in the cell, we approach the door and get out. We go left, go down and enter the fourth chamber on the left, in which there is a hole in the wall. We go through it, jump onto the box, and then cling to the ceiling. We turn around and go left at the fork. We pick up the battery from the body and go back. We turn right, move along the ledge and thereby go around the gap. We go right again and begin to follow the bloody trail. Don't forget to pick up the battery under the stairs. Having gone up, we jump through the gap to ground floor.

We open the door and pick up the battery from the table. We go back, jump over the obstacle and go around the security room. An enraged patient will not touch us if we do not approach him. We get to the door and, holding down the corresponding button, slowly open it. The enemy will notice us in any case, so we slam the door and run to the lockers located opposite the window of the security room. We are waiting for the patient to arrive. He will move on, and we will return to the room where he was and press the button. We hide in the locker on the right side. Let's follow the patient and flash behind him when he starts breaking into the room. We get to the opened gateway and go through it.

Enemies cannot see well in the dark, so sometimes you can wait out the threat in some corner.


The two big guys still won't calm down. We approach the grate and climb out of the window on the right side. We move to the extreme window and return to the corridor again. We pass through the non-working gateway, go to the end and select the access card. We exit the airlock, turn right and enter the room through the window. We find a battery on the computer desk. Let's go back and move on. Open the door using the card. Having turned the corner, we climb out of the first window. We move to the right and get out through the last one open window. We get to the security room, go through it and exit on the other side. We select the battery lying near the elevator. We go to the security room again, go to the other end and press the button. An enemy has appeared, so we turn around and run to the ventilation. The hatch opened just in time. We jump up and get out into the corridor. We turn right and get to the broken gateway. The blast wave will throw us down.

It's too early to relax. After the enemy appears, we go into the chamber on the right side and hide under the bed. When he leaves, go upstairs and turn right. We go around, since the door on the left side is closed. As soon as the patient appears, we turn around and run back to the stairs. The door was broken by a thug, so we calmly go to the left. Then we turn left again and squeeze through the small gap. Crouching, we pass under the obstacle. Let's get out to open area, jump onto the bed on the left side and pull yourself up. We turn right and walk along the ledge. We go up to the third floor, turn right and take the battery from the bedside table in the cell. Now we run to the left to the ledge, without being distracted by the patient. We move to the right, penetrate into one chamber and move to another through a hole in the wall. We get to the next chamber and jump through the gap in the floor.

Batteries are the only valuable resource in Game.


Sewerage

We go down to the illuminated side and head to the next gap. Before we go through it, we'll pick up the battery in the corner next to the lockers. Once in the sewer, turn left, then right. We jump over the obstacle, turn left and, bending down, pass along the canal. At the intersection we turn to the right and go through the gap. We get to the boxes and take cover behind them. Through the gap we observe the thug. When he goes to the right, we will go all the way forward, where we will find a battery next to the body. We turn around and turn right. Having jumped over the obstacle, we can go around on the left side, or directly along the canal. Ultimately, we get to the room where we start the water pump. We go back exclusively along the canal. The enemy will head towards the pump, and we can run to the next passage. After activating the pump, it is best to hide behind the rack on the right side. We wait for the enemy to arrive and, as soon as he starts checking the cabinets, we run behind him, get out of the branch and turn left. We get to the stairs and go down.

Along the only path we reach the doors, but we are in no hurry to go inside. Let's go further and pick up the battery lying near the corpse. We enter the room and go down the stairs. We turn left, as there is a dead end on the right. We run forward, pass along the canal and, moving to the left, climb up. We go through the door, jump into the water and immediately turn right. We go through the crack in the grate and pick up the battery from the box. Returning back, we pull ourselves up to the opposite side. We go up the stairs on the right, turn right and jump into the water again. Having walked forward a little, we climb up, go down into the water and go through the gap. We turn left, go up a little higher and find a battery on the box. Returning back, turn right and go through the gap. We move along the left wall. The enemy is patrolling the area, so we often use the zoom on the camera so as not to lose sight of him. Having reached the corner, we continue to move along the wall. Soon we will notice a light in the center, we run towards it. There will be a ladder there, so we rise higher and, having accelerated properly, cling to it. As soon as we moved a little, a patient appeared ahead. We go around it on the left side, run forward to the end and turn into the last left passage. Almost before reaching the next enemy, we turn left again and go down.

Men's department

We follow the patient, squeeze through the gap and climb the stairs on the right side. We move the object and, crouching, move into the next room. After leaving it, turn right and get to the next room. Someone is banging on the door. We select the battery from the stand on the right side and push the object blocking the door. We go left, then right and through the lower hatch we go into the room. We take the battery from the bedside table in the left row. We jump onto the illuminated table and pull ourselves up to the ventilation shaft. Once in the room, other residents of the hospital come running to the noise of the tied patient. We quickly move the object away, go through the door and slam it behind us. We run to the very last slightly open door. We slam it and block it heavy object. We free the other door, get out into the corridor, turn left and quickly run to the next room. We barricade it in the same way and pull ourselves up to the ventilation shaft in the far corner on the right side. We get out into the corridor, turn left, then into the room on the right, jump onto the table and, crouching, go through broken window. We constantly turn left, accelerate and jump over the gap.

And the exit was so close...


We head towards the illuminated corridor. The enemies still won't stop. We constantly turn right and climb over the partition. We get to the room, slam the door and use the lift, on the advice of a stranger. We drove ourselves into a trap, since the stranger turned out to be even more of a sadist. After spending a few minutes in his company, we free ourselves, swaying from side to side. We get to the still living martyr. We hide in the shadows on the right side and head towards the exit. We arrive at the elevator and pull ourselves up to the ventilation on the left side. Having got out into the corridor, we go into the left passage and find a battery behind the bed. Now ours the main task go around the enemy through the rooms on the left side. Since the door at the other end is barricaded, we need a head start in time. As soon as the enemy moves away from her, we quickly move the object away and move on. We slam the door, turn right and run straight. We jump onto the bed and pull ourselves up to the ventilation.

Moving into the bedroom, open the double doors on the right side. We climb over the window, take the key from the wall and, returning to the corridor, immediately turn right and hide in the shadows. We wait for the enemy to leave and follow the opened door to return to the elevator. Still, the enemy is overtaking us and thanks to active actions, we manage to deal with him. The elevator is stuck, so we open the hole and reach for the elevator shaft. Having got out of it, we go to the right. We get to the stairs, go down and under the stairs we find a battery. We squeeze through narrow passage, we leave the room and move forward along a wide corridor. After meeting Father Martin, we turn left. Once in the locker room, we move to the left lane. Once out into the corridor, you can see a table on the right, and an open window above. We're not in a hurry to jump out of it; first, let's check the storage room at the other end of the corridor, where you can find a battery.

The fire engulfed the entire area. Jumping over obstacles, we get to the other side. We go left and pass between the shelves. There is no water in the room with the system, we need to open two dampers. We continue to walk along the corridor and, noticing the shadow of the enemy, we crouch behind the side partition. After waiting for the thug to leave, we turn right and head towards the illuminated area. We go into the room and get to last room where the lever is located. We activate it and release the water. The enemy will certainly come to check, but we, naturally, must hide. There are plenty of dark areas here. Returning to the corridor, we move to the passage exactly at the other end of the diagonal. Along the way, we pick up the battery lying on the table in the center. If the enemy notices us, we can escape from him by passing between the racks. We get to the second lever and activate it.

Would you like to try some delicacies?


Going back can be problematic as everything here is very well lit. Being in the shadows next to the shelves, we use the zoom on the camera and carefully monitor the enemy. Having found the moment, we return to the room with the system and start the sprinklers. Without hesitation, we go to the place that was previously blazing with fire. From here we easily get out to the kitchen. We go out into the corridor and head to the fork. We go down into the elevator shaft and pick up two batteries. We go upstairs and get to the exit.

Yard

It's pouring like buckets outside. Rare flashes of lightning do not allow you to fully navigate the terrain. Let's go forward and look at our feet. Having reached the fountain, we begin to walk clockwise. We turn to the first path that will lead us to the building. Inside we will find a battery and a key. We return to the fountain and continue to move in a circle. The next path will lead us to the stairs, except for the document there is nothing there. And finally, the last path stretches to the utility block. We pass through it and come out on the other side. We go up the stairs, turn right and jump over the gap. The next gap is around the corner, we continue to jump until we reach the ledge. Having crossed it, we go down, jump onto the garbage container, onto the box and pull ourselves up, catching on the grate.

After going around the building, we get to the stairs and go upstairs. We turn left and pick up the battery lying next to the patient and the trash container. Let's go back and move on. We jump down through the gap in the grate. There is a thug wandering around the area, so we carefully move along the wall on the right side. Having reached the illuminated area, we climb onto the boxes and cylinders and move along the ledge to the right side. We jump down, turn left and run towards the light. As soon as we start moving along the narrow passage, the enemy will run towards us. We step back, make a small circle and return to the passage. Having reached the center, we turn right and, crouching, get inside through the gap.

We go outside, turn right and find a fountain filled with blood. There is a battery on one of the benches. We pick it up and head to the corner of the building. We climb up the flooring and get inside through the open window.

Who is faster? It’s better not to take risks, but to turn around and make a circle.


Women's department

We go right and go around the wreckage on the left side. We get out into the corridor (on the right is a battery), get to the shelves and go through them. We jump onto the table and enter the rooms with dryers. We leave this place and go right (to the left is a room where there is a battery on a shelf). We go out into the corridor, turn left and get to the elevator (on the right is the training room, there is a battery near the board). Next to the body on the unlit right side you can pick up another battery. We quickly climb the stairs and jump over the gap to the upper floor. Turning into the corridor on the left side, we go to the grate and pick up the battery. Let's go back to the fork and turn right. We get to the illuminated room. The laundry chute requires three fuses.

There is a battery in the corner on the right side. We pick it up and climb through the window on the right. When you reach the turn, don’t forget to pick up the battery from the grate on the left. We go into the room and slam the door behind us. We take the fuse lying opposite the fireplace. We hide in the corner and wait for the patient to leave. We return to the shield, but do not rush to insert the fuse, as this may attract the attention of the enemy, and he moves very quickly. We wait in the shadows for the patient to run to the place where we obtained the first fuse. We go into the corridor and turn right at the fork. Jumping over the bed, we take two batteries from the shelf on the right. We go into the room, close the door and select the fuse. Let's also look inside the fireplace, where the battery is. Returning to the corridor, we just go straight and get to the next room. To the right of the fireplace is a battery. We select it and the fuse next to the patient. It is better to leave the door open. When the enraged patient arrives here, we will leave the room and close the door behind us. We quickly get to the panel, be sure to close another door, insert all three fuses and press the button.

We return to the dryer, that is, to the previous floor. Opposite the door there will be the same key. We press the button and take the key. Without stopping, we run to the elevator, climb the stairs and jump over the gap. We unlock the door on the right side, accelerate and rise even higher, jumping over the gap. We select two batteries from the table and go right. We go to the end and select the next battery. We turn around and turn left at the fork. We move along the ledge and jump over to the other side. Having fallen down, we take the battery from the extreme bedside table in the left row. We climb onto the hill of beds and pull ourselves up to the top floor.

At some point this had to happen.


We go to the passage in the middle of the room. Then we turn right and use any of the paths to get to the double doors. Having opened one of them, we quickly move to the right and wait for the enemy to leave. We move to the other end of the room. We go through the passage on the right side, jump over the gap and move along the ledge. When we try to jump over the next gap, our camera will fall to the lower floor. There is no point in continuing the path without her, so we go down and turn left. We go around the obstacle and head to the exit from the room. On the right is the battery. Crouching down, we make our way to the locker room. We go to the gap and jump down. We easily get to the camera and take it away, going around to the right. We immediately notice the patients and quickly return to the locker room. We climb onto the central lockers and pull ourselves up. We get to the place where we dropped the camera. We grab onto the edge on the left side and climb up.

Administrative block

We jump over the gap, turn left and, when the floor collapses, move along the ledge on the left side. We go down, pass under the obstacle and squeeze between the cabinets. Now we move forward without stopping. We pass two doors and open the third one on the left side. We pull ourselves up to the ventilation shaft. We go to the other end, throw off the body and jump down ourselves. We turn right and cross to the other side. We go along the corridor and open the first door on the left. We pass through the fissure, climb the stairs and move along the ledge. Having gone around the grate, we jump down and get to the auditorium. We move towards the left passage. We enter the room, open the next door and head towards the stairs. Having risen up, we bend down and pass under the obstacle. We go into the room and take the battery from the rack. We try to open the door and return to the corridor. The door has opened, we go out onto the balcony and move along the ledge on the left. We jump onto the adjacent balcony, pick up the key from the table and go downstairs into the auditorium. We turn left and take the shortcut to get to the elevator. Don’t forget to look into the room, where you will definitely find a battery.

We unlock the door and go upstairs. We go into the room through the door on the right side. We get out into the next room and turn left. Once in the corridor, we enter the first room on the right side. There is a battery on the table next to the billiard table. We continue to walk along the corridor until we find a crack in the wall. A window is open in one of the rooms. We get out of it and move along the ledge to the left. We get to Father Mathias. We select the key to the elevator, leave the room, go right and pull ourselves up to the ventilation shaft. Having jumped down, we run to the right to the outermost room. We wait for the enemy in it and return to the corridor. We run to the end, enter the room on the left and climb over the top hatch in the wall. We get out to the elevator and go down on it.

The burning of Father Mathias.


Underground laboratory

We get to the reception through the tunnel and turn right. We continue to walk along the bloody corridors. After jumping over the blue barrels, we reach a fork and turn right. There is a battery under the destroyed stairs. We move on and will soon encounter the dark creature Walrider. We turn around and run all the way to the double doors. Having opened them, the thug catches us. Walrider dismembers Chris Walker. We move forward to the first door on the right. We enter the room and find a surviving researcher who advises us to disconnect Billy's body from the life support system as soon as possible.

We turn left and continue walking along the corridor. As soon as the enemy appears, without hesitation, we pass through double door and be sure to close it behind us. We turn right, squeeze between the tanks and go up the stairs. We get to Billy and go right. Having gone upstairs, we go to the end and unscrew the valve to stop the flow of liquid from the tanks. We immediately return to Billy, go to the other side and go up the stairs. We squeeze between the barrels, get to the stairs and rise even higher. Having accelerated, we jump over the gap. We immediately turn right and continue running. We go through the gateway into the control room, go along the right side and interact with the illuminated panel. We return to Billy and turn off the system by activating the panel to his right. Let's watch the final video.

Walkthrough of Outlast.

It all starts with Miles driving up to the Mount Massive Psychiatric Hospital. Having gone inside, he reads a note from an anonymous person and then takes his video camera. The main entrance is of course closed, we make our way on the left side of the main entrance through the hole in the grate. After scaffolding We climb up and through the window we enter the hospital. Then everything is clear and understandable, we move through the rooms, climb into the ventilation shaft.

Entering the library we see a bunch of corpses! And a suspended soldier who is still alive. He warns Miles to get out of the hospital quickly. Passing through the opening between the cabinets, some mutated man attacks and throws Miles down. He will wake up, and another crazy person will be screaming all sorts of nonsense above him. Miles gets up and of course understands that he has to get out of here.

Get out of the hospital.

Once in the main hall, we move through the computer room on the left, further. There will be a crazy person sitting in the corridor wheelchair we pass by, he won’t do anything. Next in the room there will be three more patients sitting, staring at the TV; we pass by; they are also harmless. We crawl through the passage under the door, in the room opposite on the corpse we take electronic card access to the security room. We go back the same way. Here we are getting ready for the crazy person who was sitting in the stroller to attack. at us, getting ready to click on the buttons (quickly press the left and right buttons) to throw him off.

Returning to the place where we fell, we leave this hall and move to the right along the corridor to the security room. Inside we sit down at the computer, but one of the patients turns off the lights everywhere.

Restart the generator in the basement.

Moves further to pass Outlast. Immediately after the lights are turned off, we hide in the closet in the same room. A thug comes in, we wait for him to leave the room. To start the generator, you need to turn on two fuel pumps and the central switch. We go down to the basement. We start the gas pumps in two rooms, while not forgetting to immediately get out of them or hide, as a crazy person will come to check them after turning them on. Then we turn on the switch and hide in the closet from the psycho. after he leaves, we make our way to the generator and turn it on.

Prison block. Follow the bloody trail.

Back at the security control room, we are attacked by the Priest, Father Martin. We find ourselves in a room in a prison block. We are waiting for the crazy person to open the door for us. We go out and go down, in one of the chambers there is a broken passage, we go into it and then we stand on the box and go up. We go into the same room, only on the other side, where we left the cell and walk along the ledge. Next, we go through the room for chemical and bacteriological treatment and go up the stairs, jump down into the gap under the floor next to the psycho who is rushing about near the wall with the inscription.

We pass by the psycho who is standing behind the glass, the main thing is not to approach him then he will not attack, we pass by him. We open the door to the security room, another psycho who is in it notices us, so we quickly close the door and run back, hide in the locker and wait for him to pass by. We go into this room and press the button to open the doors. We hide in the closet, wait until the psycho comes again, and then we follow him and run through when he breaks down the door to one of the rooms.

Next, we see how the two we saw at the beginning of the passage of the prison block are standing again. We jump out into the opening on the right and crawl along the ledge into the next corridor. We find the access card near the body of the guard to the shower room.

Shower room.

We go into the shower room and move along a dark corridor; along the way we will meet some big guys again. We climb out the window and crawl along the ledge to the last window, again we climb into the shower room. We go to the end along the corridor and in the security room we press the button to open the gateway. A thug begins to break into the room, we run back and climb into the shaft at the top. We continue to go through Outlast.

We crawl along the shaft and jump down into the corridor, running from the thug. The blast wave will suddenly throw Miles down through the window. There is an enemy and then we run into the cell and hide under the bed.

Find the passage to the shower.

We go up, we go around, the thug hears us and goes up, takes out the bars, we hide from him in one of the cells, wait for him to pass by. After which we pass through the grate he broke. We crawl through the small passage between the bars, then crawl under the bars and go out into a large room with patients in cells.

In the center we stand on the bed and cling to the second floor, climb onto it. Then we make our way along the ledge and jump over to another part of the second floor. We go up to the third floor, there will be an angry patient there, you can hide from him, or better yet, score and run past, then along the ledge into the cell, and from the cell there is a small passage in the wall to another cell. We leave it, jump into the opening in the floor and go downstairs into the shower room. There is a hole in the floor in the shower, we jump into it.

Sewerage.

Further in the passage of the game we move through the sewer tunnels. We find a small hole and crawl through it. We find a hatch even lower filled with water. Appears new goal drain the water by opening 2 valves. I recommend that you do not go through this mission in stealth mode, but rather run to the valves, hiding from the big guy in small sewer tunnels where he won’t reach you. One is in the hallway to the right of the room with the boxes. The other one is in the corridor on the left. If you open the valve, a big guy comes every time. Having opened both valves, we return to the stairs and go down to the level below.

Find a way out of the sewer.

We go up to another part of the sewer, there we will see someone shining a flashlight in the tunnel, but when we check, there will be no one and it is littered with stones. We go in the door, the patient will stand there and say that he is normal, you can safely approach him, he is really harmless.

We go down the stairs, reach the end of the tunnel and climb into a small passage, crawl, on the left there is a dead end on the right there is an exit. We go through the door where dark room, we move forward and fall into the water. We climb up the boxes, from there we fall into the water again and go up the stairs, pass through and again into the water. We climb through the gap in the grate, move carefully forward, there is an enemy walking there, carefully go around him and go towards the light.

We find a ladder, accelerate and jump, clinging to it. Upstairs going out to narrow corridor a crazy person will run at us, but if we run away he will fall down. Having reached the guy who will break the bars, we carefully go behind him, into the corridor on the left, and go down. Then we just go to the end.

Get to the bottom floor of the men's department.

When we go up the stairs, we move the box away from the manhole and climb into the room with the patient sitting on a chair, we leave it and go into the room and move the box away from the door. We go in and go left, looking for a hole in the medical bay. In the medical bay we climb into the ventilation at the top. Having jumped down, we quickly move the box away from the door and run into the room opposite, closing the door behind us and pushing the box so that the psychos cannot break the door. We also leave this room and quickly run to the left, run into the room where the bloody trail leads, and push the box towards the door. We climb into the hole at the top.

After jumping down, get ready to immediately run to the left, and then to the right in glass room, quickly jump out the window, run around the room and jump to the other side through the gap below. Then we run along the corridor all the way to the top of the box and jump into another room. We run through the classroom, run to the right to a room with an open door and climb into the lift.

Dr. Trager.

At the top, the crazy Dr. Trager grabs us and takes us to torture. Spouting all kinds of nonsense and managing to cut off Miles' finger on each hand, he leaves. Miles, with a little effort, frees himself from the gurney chair and we continue our passage. Outlast games.

We leave the room and see another poor “patient” Trager on the bed. We hide in the shadows or under the bed, leave through the exit near the elevator and climb into the ventilation at the top. We jump down and bypass the doctor wandering along the corridor, dive into the rooms on the left, where his victims lie, from this room we move to the next. From this room, as soon as the doc moves away, we quickly run out into the corridor and move the box away from iron door, turn right and run straight to the end, jumping into the ventilation at the top.

Having jumped off in a push, we go into the room and from it into the corridor we see a window behind it, we take the keys. Doc breaks down the door, we run away from him and hide under the bed or in the shadows. Then, when he leaves, we run through the room where we took the keys, turning left to the elevator.

Fire extinguishing system.

In the elevator, Miles finally does something to save his life and pushes Trager into the elevator passage and crushes him. We climb into the elevator shaft, and from there we go down the stairs. We find Father Martin.

Having reached the burning room, a new task appears: to put out the fire. To do this, you need to turn on the fire extinguishing system. We leave the burning room and through the racks we get to the launch system in which we find out that there is no water and of course we need to start it. We move forward, hide from the big man behind the door and wait for him to leave. Afterwards we move all the time to the right and open the water in the laundry room. We hang around while the enemy checks the valve. The second valve is found if you move straight and then to the left from the beginning of the meeting with the big guy and then crawl through the shelves. Running through the room where there are many bathtubs, we turn on the water. After which we turn on the water. We return to the room where the fire was and go out to the kitchen.

Having reached the exit to the street, we do not find Father Martin, and now the task is to find the key to the closed grate to the utility block. It all starts with the fountain, we look for paths from it, in one of the huts you will find a battery and a key in the other only a folder. We pass through the utility block and climb the stairs to the roof. We move by jumping from roof to roof, then down and up, and so on.

Approaching the bright passage, a big guy appears, we run back from him. We make a circle and rush as fast as we can towards this passage. We crawl underneath and then climb out the window.

Women's department.

In the room we see Father Martin again talking about some crap. Consider the whole game outlast and its passage and the fact is that we do not understand anything and only listen to the nonsense of psychos, but this should not be strange, we are in a psychiatric hospital. We find a passage to the dryer. From there, to the left, there are batteries in the toilet. to the right where we need to go. We find the stairs and, having accelerated, jump over the gap in it.

Circuit breakers.

The path further is blocked by a closed grate for which you need to find a key. Of course, we find the key, but as always it’s not perfect, and now the task is the fuses and as many as three that need to be found and inserted in order to gain access to it.

There is one fuse right there, we take it down, because the crazy one will come to check the fuse (Why do they always do this?)
Another fuse is in the room near the corpse lying on the couch surrounded by candles. Here everything is just a guy lying there and being silent because he can’t do anything anymore.
And there’s another fuse in the room where a crazy dude with an ax in his hands stands over a corpse surrounded by candles, it’s completely harmless until you pick up the fuse. Then he starts yelling something. But it’s just that there’s a chair standing next to it, you break off the leg from it and beat it until you lose your pulse! Oh, I forgot, this is not the same game! Just before entering, leave the door to the room open, and taking the fuse, run out, closing the door behind you.
We insert the fuses and go down to the floor to the dryer where we came from before. We select the key and get away from the patient with the club, who suddenly becomes active, and open the grate. After two floors up, jump over the gap in the stairs and open the bars. At the top we go along the gap, at the bottom a weirdo is hammering somewhere, we jump over to the other side. In the room we suddenly fall down, but you can climb up the beds again, having first picked up the battery.

We wander from corner to corner along the dark corridors in search of a way further. We open one of the doors, and there are two serious guys standing there, hoping to “ask someone for a light,” holding a baton in their hands, their faces are angry, which clearly tells us that they are ready to conduct peaceful negotiations. We realize that we are not fumbling at all in negotiations, we go to the right and hide, they go to the left.

After waiting for the parliamentarians to leave, we enter this room. We go further and jump over the gap, then the ledge jumps over the gap again and then Miles can’t hold on and the camera falls out of his hands. He, realizing that the camera is very expensive, decides to go after it.

Lost camera.

We jump down and move into the next room, where you can find two batteries. Next, we leave this room and crawl under the gap. We go into a shower room with stalls; in one stall there is another battery. Then we jump into the room with washbasins. We leave it and then turn right. We go into a room where a guy is sitting on a table, and outside the window we see the shadow of a wandering patient. We move on from this room, and after walking forward a little, we move in pitch darkness towards the camera.

As soon as we pick up the camera, several enemies immediately appear, we run from them back to the very beginning into the room with the washbasins and climb up in the same place where we jumped. We return to the place where our camera fell out and jump up to the next floor.

Administrative block.

We go into the corridor, turn left, immediately see a gap in the floor and jump over it. In the room where the floor is collapsing, jump down from the ledge on the left side. we pull ourselves up again. We pass by a guy who talks about one way out and then we climb under the rubble of cabinets and drawers. On the way straight along the corridor, you will meet the big guys again, we run through the second door to the left and climb into the ventilation, having first climbed onto the table. We push out the obstacle and jump down.

Looking for the key.

We go into the door and one of the still adequate ones through the bars tells us where to find the key to it. We must therefore find him. We move to the left side, find a room with a billiard table, jump down there, climb up the stairs, and climb along the ledge. Then we jump down and reach assembly hall. We are watching a film about the “Walrider” experiments of Dr. Wernicke.

We leave the hall, find a staircase, climb it, crawl under the boxes. Let's move forward. The madman closes the door in front of our nose, we go back and go through the opened door, then we climb along the ledge and jump over to the balcony. We take the key and run back. We open one of the doors and see how the door is broken down. We wait on the sidelines for the patient to break the door, then we go through it. Open the grille with the key. We go further outlast through the rooms and where the patients pray in the rooms, we look for a broken window and climb along the ledge. We are looking for Father Martin, listening and watching his highly spiritual delirium and burning. We take the key and look for the entrance to the ventilation in the corridor above.

Path to the elevator.

We jump down, a big guy is coming straight down the corridor to meet us, we run to the right into another corridor, through the last door, we run into the room. A room with two doors. He breaks down the door and you run into another and into the corridor from where he came. Or in the first room you hide under the bed and wait for him to pass. You jump out and run into the corridor where the big guy came from and turn left at the end of the corridor through the door. Moving along the left wall of the room, look for the entrance to the ventilation at the top. After which you calmly jump off in another room and go to the elevator.

Underground laboratory Final.

The elevator, of course, does not lead us to the exit, as expected, but descends into some kind of underground laboratory. We move forward all the time and already near the exit the dark shadow of Walrider is moving towards us. We run back from her. Having opened the door, the big guy grabs us, but the shadow kills him. We go to the right and find a section with a surviving Wernicke. He suggests that we kill Billy by disconnecting him from the life support system.

On the way to the laboratory we run from the shadow that will pursue us. Once in the very center of the laboratory, the task appears to turn off Billy’s life support system. Below, where Billy is connected, we look for the door and go into it. We find the shutdown valve, turn it and go back to Billy’s body. We run into another room, go up the spiral staircase and jump over the obstacle. We reach the room and turn on the cable. We return to Billy and turn him off.

After Bill is turned off, the demon attacks Miles, who survives and with his last strength moves towards the exit. There he will be met by special forces who will shoot him without talking. Well, that's all, this is the sad end of the outlast game.

.
9. Administrative block. 10. Underground laboratory.

  • Whistleblower DLC:
    1. Underground laboratory. 2. Hospital.
    3. Crematorium. 4. Hospital, upper floors.
    5. Prison yard. 6. Prison.
    7. Yard. 8. Attic.
    9. Sewing workshop. 10. Professional block.
    11. Men's department. 12. Administrative block.
  • Passing levels

    6. Men's department
    Outlast. Walkthrough

    Objective: Get to the bottom floor of the men's department.

    There's a barricade on the way. On the left we move the lattice cabinet and climb into the ventilation. A motionless patient sits in the room; we pass by.

    In the corridor we go right, the rest of the paths are closed. In the next room on the table we take the battery. We wait until they stop banging on the door, then we move the closet and open the doors. On the left we climb into the ventilation hatch.


    We find ourselves in an operating room with many couches and curtains. There is a battery on the table on the left between the first curtains.

    The door ahead does not open, so we climb onto the bloody couch and climb into the ventilation shaft at the top. We crawl into the next room.


    This is where it starts a real nightmare. There is a violent psycho in the room, chained to a chair. He picks up terrible scream, this is why all the crazy people around start running here. We quickly move the closet and open the door. Having passed the door, be sure to close it behind us. We run further, there are already several pursuers behind us. There is no need to break into closed doors, we enter in open door, close it. We move another cabinet, open it, and close the door. We also enter only through the slightly open door, close it and barricade it with a closet standing next to it. The pursuers will not go any further.

    We ended up in the morgue, here we can rest, but then there will be enemies again. We climb into the ventilation and jump out in the corridor. The pursuers run out of the door on the right. We run to the left. In the offices we turn right, jump over a table, turn left, another table, at the end we jump over a long abyss.

    The psychos are breaking into the next door, so without stopping, we run on. Turn right, then right again. We climb onto the table, and from it we climb over the boarded door from above. We run through a couple of rooms and close the doors behind us. In the room, over the radio, we hear a stranger’s advice - to use a lift. Let's approach square hole with a net and climb there.



    A psycho-doctor meets us at the top. He immediately stuns us, ties us to a chair and takes us to his office. On the spot, he cuts off the hero’s finger on each hand, then goes to other patients. We rock the chair, jerking from side to side (move the mouse left and right), and free ourselves from the handcuffs.

    We leave the room, on the right we see a living patient talking about the doctor.

    We quietly go out the door, hiding from the doctor. We turn left and then right. We approach the elevator, but it does not work without an access card. To the left of the elevator we climb onto the couch, and from it into the open ventilation. We jump out into the corridor.

    Move the closet to the left and open the door to the previous part of the corridor. We go further into the corridor on the right, a crazy doctor appears ahead. There are two wards where there are still living but mutilated patients lying on the beds. We run into one of the rooms, hide in the dark or under a bed. If the doctor has discovered it, then you can run from him in circles between the two wards, and when you break away, hide again. In a calm state, the doctor walks along the corridor from side to side. We peek around the corner to follow him. When he goes the other way, we go out into the corridor, move the closet away from the double door and enter it. We run straight and climb into the open ventilation at the top.

    We jump down and find ourselves in the toilet.

    In the corridor we climb through the window, on the wall we take elevator start key. Suddenly, someone starts to break through the door nearby with a knife. We quickly return to the corridor, turn right and hide in the shadows. It's Dr. Rick Trager again. When he passes by, we run through the broken door, run straight and left along the corridor, and return to the elevator. We use the key in the elevator and go down.


    The sound of the elevator attracts the doctor and he overtakes us. On the lower floor, a psycho doctor bursts into the elevator, but we fight him off. As a result, the doctor will be pinned to death by the elevator between floors.

    The elevator is stuck, so we open the hatch on top and climb onto the roof of the elevator. We go out onto the floor and go down the stairs. We find a battery under the stairs. On the lower floor we squeeze between the boards and pass offices with computers. Ahead, behind the glass, we see a priest, he calls us to him.



    We turn left into a dark corridor. There is an empty toilet ahead, so we immediately turn right.

    We pass by the washbasins and go out into the corridor. We go to the end and find a battery on a shelf in the closet. We return to the middle of the corridor, climb along the table into the window under the ceiling.


    Objective: Turn on the fire extinguishing system and extinguish the fire.

    IN big hall in the cafeteria, all the furniture was set on fire by a completely sane patient of a mental hospital. We go around the burning places, pass on the right side.

    From the psycho we go to the center of the room, jump over the table, then on the right we crawl under the bench and go out the door.


    In the corridor we squeeze between the shelves. We enter the room with the pumping station, but we can’t turn it on. We receive the message “There is no water in the system. Open two shutters."


    We pass further along the corridor, in the distance we see a hefty psycho. Hiding in dark place. In the center on round table There is a battery next to the three corpses. We enter the corridor on the left, squeeze between the shelves, and pass the bathroom (Bath). There is a psycho near the bathtub, but he is not dangerous. At the end of the room we open first valve.

    We return to central room, we go around the psycho. To do this, you can run into the office space in front, run in a circle, deceiving the psycho, and run into the center. Leaving the office, we turn into the left corridor, we find ourselves in washing department kitchens (Laundry Room). Here we go further a couple of rooms, open second damper. We run out of the room and hide in a dark corner behind the shelves. The psycho will come here, start looking around the room with the shutter, and at that time we will go out to the center.

    The psycho will move aside, at this time we go back to pumping station, press button. The fire sprinklers on the ceiling have turned on, and you can now return to the burning dining room.


    Objective: Find Father Martin outside.

    We pass through the dark, extinguished dining room to where we see the light, and find ourselves in the kitchen. At the entrance, suddenly, a deranged psycho attacks us and runs away further.

    7. Yard
    Outlast. Walkthrough


    It is pitch dark outside, with heavy rain and lightning temporarily illuminating the area. The camera illuminates the dark worse open area, so it’s better to focus on the light coming from buildings.

    We walk along the road, at the fork near the fountain we turn left and a little back, we go into the illuminated barn. Here we find the battery and utility block access key.

    A ghost can be seen from time to time above the fountain. From the fountain we go to the right. We open the lattice door with the found key.


    Inside the room on the left there is a dead end, go right.

    We exit from the other side of the building. There is nothing in the yard here, we immediately climb up the stairs to the roof. We jump over the gap in the roof. Further on the left we see a psycho sitting on the edge, he is not dangerous, we approach him, take the battery. We walk along the roof, turn right around the corner, jump over to another roof. We pass along a narrow cornice and jump over again. We jump down and climb up the boxes into the opening in the lattice fence.


    Then we walk along the yard forward and to the left. There are only harmless crazy patients around. Along the way, we see a burning lantern behind the bars, climb the inclined stairs, and reach the Prison Block building. On the left, near the trash container, near the psycho, there is a battery. From the entrance to the Prison block we go to the right, climb through the gap in the lattice fence.

    At the bottom of the yard we approach the illuminated part, where there are a bunch of boxes. We climb along the boxes onto the cornice of the building, along it we move to the right around the corner. We jump down and see a gazebo. We go into the illuminated corridor on the left, but there we meet with an aggressive a huge psycho. We quickly run back, run around the gazebo, deceiving the psycho, run into the illuminated corridor, climb through the hole in the wall.

    8. Women's department
    Outlast walkthrough


    Objective: Find Father Martin in the women's department.

    We leave the tunnel and try to get into the Female Ward building, but the door is closed. We go into the courtyard on the right.

    On the far bench on the left we take the battery. To the left of the building wooden pallets we climb into the open window. In the building we go right. Behind the rubble of a completely destroyed room we see a priest on the second floor.


    Objective: Go through the upper floors to catch up with Father Martin.

    We go into the dark corridor on the left. If we turn right in the corridor towards the window, we will find a battery. We turn left, squeeze between the shelves, and climb into the window on the left.

    There is nothing in the room on the left, we go into the corridor on the right.

    In the corridor, go left, we find ourselves in a lit room. Here we find a battery near the body of the guard.

    We go up the stairs to the left of the elevator, jump over the abyss and find ourselves on the second floor.


    2nd floor. In the corridor we go left, jump over the burnt furniture, climb through the window on the left. In the illuminated room we approach the grate on the wall, behind it we see a corpse and a key. We see the message “Laundry room gutter requires three fuses.” Ahead in the corner of the room we find a battery.



    1. We go into the corridor on the right. Near the psycho in the stroller we turn right. On the shelf on the right we find two batteries. We meet an aggressive psycho ahead. We lure him closer, hide, run forward. In the room we see a bloody corpse and the inscription “Invite the Walrider”, next to it lies on the table first fuse. In the same room, there is a battery in the stone.

    2. We return to the fork where the crazy person is sitting in the stroller. Let's go to another corridor. In the room we see a sedentary psycho, next to a corpse, and above it the inscription “Pray for Revelation” (Pray for Revelation). We take it away second fuse lying on the table. Further behind the fireplace there is a battery. Outside at the intersection we will be met by the first psycho. We run past him into the corridor on the right, close the door behind us, and hide in a locker at the dead end of the corridor.

    3. We return to the laundry room with the chute and insert a couple of fuses. From here we climb into the window on the right. We walk along the burnt corridor, in the room we see the inscription “Drive in the Nails” and a man hanged on a cross. Nearby on the table on the left we take it third fuse. With him we return to the gutter. On the way back we hide from the psycho.


    Having inserted the fuses, press button, but this causes the corpse and the key to fall down the chute. We need to go back downstairs to the dryer. We go down the stairs around the elevator, go to the right corridor, go into the right room, take access key to the third floor.

    Let's move forward again. This time the psycho who was hiding behind bars comes out and attacks us. We dodge it, run forward and climb up the interfloor staircase. We open the door to the third floor, take a running jump over another abyss, and find ourselves at the top.



    Objective: Follow the bloody trail.

    On the table under the bloody inscription we take two batteries. We pass the dark corridor to the end, we find another battery. We turn into a corridor with a collapsed floor, go along the ledge on the right and jump over into the side room.

    We walk around the room, but immediately fall to the floor below. There is a battery on the bedside table in the corner. We climb up the stack of beds back to the top floor.

    At the top we go into the next room.


    We go out into the corridor, it is circular, here both paths lead to one double door.

    Two naked psychos come out of the double doors. We quickly run away from them. Each of the psychos walks along their own corridor, you won’t be able to get around them, you need to hide in the dark and then run forward.

    Having bypassed the psychos, we find ourselves in an almost collapsed room. We jump over the abyss, walk along the ledge, and jump over the next abyss with a running start. But upon landing, our video camera falls into a gap on the first floor.


    Goal: To navigate in the dark, you need a camera.

    Then it’s pitch black, it’s impossible to get through, so we jump down to the first floor. We enter the door on the left. You can find a battery on the table in the room. We go further through the world, climb through the gap in the wall. In the toilet, in the broken stalls, we go down through the gap to the basement floor.

    We are walking along the corridor, suddenly we see a psycho running away. We move on, and this same psycho jumps out from around the corner at us and runs away further. We pass a room with a couple of calm patients. We pass through the kitchen, jump over the table, and find ourselves in the dining room. Here on one of the tables we find our video camera.


    Objective: Find a way to get to the 3rd floor.

    We turn on the camera, look into the darkness and discover that there are three crazy people behind us! We quickly run away from them, jump over the serving table, return to the toilet, and climb up the lockers to the top floor.

    We enter the dilapidated hall where the camera fell. We cling to the sloping floor of the upper floor and climb up.

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    In the room we see Father Martin again talking about some crap. Consider the whole game outlast and its passage and the fact is that we do not understand anything and only listen to the nonsense of psychos, but this should not be strange, we are in a psychiatric hospital. We find a passage to the dryer. From there, to the left, there are batteries in the toilet. to the right where we need to go. We find the stairs and, having accelerated, jump over the gap in it.

    Circuit breakers

    The path further is blocked by a closed grate for which you need to find a key. Of course, we find the key, but as always it’s not perfect, and now the task is the fuses and as many as three that need to be found and inserted in order to gain access to it.

    • There is one fuse right there, we take it down, because the crazy one will come to check the fuse (Why do they always do this?)
    • Another fuse is in the room near the corpse lying on the couch surrounded by candles. Here everything is just a guy lying there and being silent because he can’t do anything anymore.
    • And there’s another fuse in the room where a crazy dude with an ax in his hands stands over a corpse surrounded by candles, it’s completely harmless until you pick up the fuse. Then he starts yelling something. But it’s just that there’s a chair standing next to it, you break off the leg from it and beat it until you lose your pulse! Oh, I forgot, this is not the same game! Just before entering, leave the door to the room open, and taking the fuse, run out, closing the door behind you.

    We insert the fuses and go down to the floor to the dryer where we came from before. We select the key and get away from the patient with the club, who suddenly becomes active, and open the grate. After two floors up, jump over the cracks in the stairs and open the bars.

    At the top we go along the gap, at the bottom a weirdo is hammering away somewhere, we jump over to the other side. In the room we suddenly fall down, but you can climb up the beds again, having first picked up the battery.

    We wander from corner to corner along the dark corridors in search of a way further. We open one of the doors, and there are two serious guys standing there, hoping to “ask someone for a light,” holding a baton in their hands, their faces are angry, which clearly tells us that they are ready to conduct peaceful negotiations. We realize that we are not fumbling at all in negotiations, we go to the right and hide, they go to the left.

    After waiting for the parliamentarians to leave, we enter this room. We go further and jump over the gap, then the ledge jumps over the gap again and then Miles can’t hold on and the camera falls out of his hands. He, realizing that the camera is very expensive, decides to go after it.

    Lost camera

    We jump down and move into the next room, where you can find two batteries. Next, we leave this room and crawl under the gap. We go into a shower room with stalls; in one stall there is another battery. Then we jump into the room with washbasins. We leave it and then turn right. We go into a room where a guy is sitting on a table, and outside the window we see the shadow of a wandering patient. We move on from this room, and after walking forward a little, we move in pitch darkness towards the camera.

    As soon as we pick up the camera, several enemies immediately appear, we run from them back to the very beginning into the room with the washbasins and climb up in the same place where we jumped. We return to the place where our camera fell out and jump up to the next floor.

    Administrative block

    We go into the corridor, turn left, immediately see a gap in the floor and jump over it. In the room where the floor is collapsing, jump down from the ledge on the left side. we pull ourselves up again. We pass by a guy who talks about one way out and then we climb under the rubble of cabinets and drawers. On the way straight along the corridor we will meet big guys again, we run through second door on the left and we climb into the ventilation having first climbed onto the table. We push out the obstacle and jump down.

    Looking for the key

    We go into the door and one of the still adequate ones through the bars tells us where to find the key to it. We must therefore find him. We move to the left side, find a room with a billiard table, jump down there, climb up the stairs, and climb along the ledge. Then we jump down and reach the assembly hall. We are watching a film about the “Walrider” experiments of Dr. Wernicke.

    We leave the hall, find a staircase, climb it, crawl under the boxes. Let's move forward. The madman closes the door in front of our nose, we go back and go through the opened door, then we climb along the ledge and jump over to the balcony. We take the key and run back. We open one of the doors and see how the door is broken down. We wait on the sidelines for the patient to break the door, then we go through it. Open the grille with the key. We go further outlast through the rooms and where the patients pray in the rooms, we look for a broken window and climb along the ledge. We are looking for Father Martin, listening and watching his highly spiritual delirium and burning. We take the key and look for the entrance to the ventilation in the corridor above.

    Path to the elevator

    We jump down, a big guy is coming straight down the corridor to meet us, we run to the right into another corridor, through the last door, we run into the room. A room with two doors. He breaks down the door and you run into another and into the corridor from where he came. Or in the first room you hide under the bed and wait for him to pass. You jump out and run into the corridor where the big guy came from and turn left at the end of the corridor through the door. Moving along the left wall of the room, look for the entrance to the ventilation at the top. After which you calmly jump off in another room and go to the elevator.

    Underground laboratory Final outlast

    The elevator, of course, does not lead us to the exit, as expected, but descends into some kind of underground laboratory. We move forward all the time and already near the exit the dark shadow of Walrider is moving towards us. We run back from her. Having opened the door, the big guy grabs us, but the shadow kills him. We go to the right and find a section with a surviving Wernicke. He suggests that we kill Billy by disconnecting him from the life support system.

    On the way to the laboratory we run from the shadow that will pursue us. Once in the very center of the laboratory, the task appears to turn off Billy’s life support system. Below, where Billy is connected, we look for the door and go into it. We find the shutdown valve, turn it and go back to Billy’s body. We run into another room, go up the spiral staircase and jump over the obstacle. We reach the room and turn on the cable. We return to Billy and turn him off.

    After Bill is turned off, the demon attacks Miles, who survives and with his last strength moves towards the exit. There he will be met by special forces who will shoot him without talking. Well, that's all, this is the sad end of the outlast game.

    You will go out into the sewer, first go straight, then turn left, go through the narrow opening from below, crouch down, exit, go right through the narrow opening. So you get out to a small, very well-lit area, where we need to pump out the water to open the passage on the right side (there is a ladder going down from the hatch). To do this, you need to activate two pumps in turn (there is no point in telling where they are, since they are marked on the map on the left, and the sewer system is not very branched; sooner or later you will find both). I would recommend to speed up Outlast walkthrough, navigate along the thick pipes under the ceiling, each of them will lead to the desired valve.

    It will not be so easy to complete the task, since we will be personally disturbed by the thug Chris, who found us even here. The sewer system has a fairly simple structure; you can get lost here only at first, but you can get used to it pretty quickly. Avoiding meeting with Chris (there are narrow openings in which you can protect yourself - the big guy won’t get through there) and activating both pumps, run to the place from where you came here - now you can go down the stairs through the hatch.

    Pitch darkness awaits you there and the floor is still flooded with water, but you can get through - walk through the sewer with the night vision on your camera. First you need to go left, then turn right along with the tunnel, in general, an ordinary corridor where it is impossible to go somewhere wrong - sooner or later in this darkness you will reach a ladder, climb up it. There you will be asked to find a way out of the sewer - we are looking. Go forward along the tunnel, there will be a door on the left, open it.

    Inside is another psycho, fortunately not aggressive. There is also a well leading down - climb into it using the stairs. Having descended, go left along the crimson-colored water, some corpse will crash from above, but it will only scare you - there is no harm from it. Continue the Outlast passage, following forward, repeating turns along with the winding tunnel. You will reach a narrow opening below and closed door on the left - climb into the opening, bending down.

    After leaving it, turn right, you will go out into a spacious room - bend down to pass under the grate from above, exit on the other side and climb up to the ledge. Go through the door on the left, turn left again and, going forward, jump into the water. You will find a small opening in the mesh fence, bend down and move on. An eerie place awaits you there - very spacious (night vision sees only darkness ahead), flooded with water, and most importantly - the thug Chris is walking around in it, whom you need to somehow manage to get around. The best option- stay close to the wall. Any of them - a thug - likes to walk around the center, there is a chance to go unnoticed.

    At the end of this tunnel there is metal structure, climb up the steps, and then climb up the stairs. There is a non-aggressive psycho sitting in the room, leave it through the doorway and run forward along the tunnel. The psycho behind us will do us a disservice by closing the door behind us, because there is another colleague of his in front, but this one is already aggressive. In order not to interrupt our Outlast passage on it, we will have to break past the enemy, despite the small width of the tunnel. Walking around on the left side works well for this.

    It’s impossible to go somewhere wrong here - one way or another you will reach a narrow descent down into another sewer tunnel filled with crimson water. In it, go forward all the way, repeating all the bends until you reach a dead end and a narrow passage on the right - crawl into it. When you come out to the illuminated place, you will see steps on the right - go up.

    Men's department

    After going up the steps, you will enter another tunnel. When you reach a dead end, look to the left at the cabinet standing there - it covers the ventilation shaft below, you need to move the cabinet, then climb into the shaft. From it you will go out into a room with a freak sitting on a chair, exit through the doorway and turn right. Follow the corridor all the way, there will be a spacious room on the right, someone is actively breaking into the entrance opposite from us, but his attempts are held back by a heavy cabinet blocking the door. When we approach this door, attempts to get her out will stop, so with a calm soul, push the cabinet further towards the wall, then open the door and go out into the next corridor - run to the left along it.

    At the end there will be a passage on the lower right - bend down and crawl into a spacious room with operating tables and numerous sufferers on them. On the left there will be another bloody couch and an open ventilation shaft above it - climb up and make your way forward along the tunnel. Having jumped down, get ready for a series of surprises that the passage of the game Outlast has in store for you - you will disturb the tied psycho, who will start yelling. In response to his screams, other local “patients” will immediately come running, shouting “Meat,” and they will be extremely unfriendly. They are already breaking through the double door on the right.

    You really don't have much time to push aside the cabinet covering the doors in front and go through them. It is advisable to close them behind you to delay your pursuers. Don't try to examine the area - just run forward as fast as you can, closing the door behind you. The last one can be propped up with a closet, which will keep you safe until you move on. And then you have to go, pushing away another cabinet that is already propping up the door, then open the doors and then desperately run to the left.

    At the end of the corridor on the left side there will be a slightly open door - enter, close it behind you and prop it up with another cabinet. There is a ventilation shaft in the upper right corner - climb into it. Be prepared for the fact that as soon as you jump down, psychos with weapons in their hands will run towards you from the right, therefore, run to the left, where the passage of the game Outlast provides for a winding, but strictly corridor route without deviations. And there is also big failure at the end, over which you still need to be able to jump.

    Having jumped over, don’t even think about stopping - there are a lot of ill-wishers here and they are already breaking into the next door, so continue your escape along the corridor. At the end of it there will be a door, but it is locked, it is better to immediately turn to the right of it, where you need to have time to climb up and jump over the barrier. Go through the next room, exit it immediately to the right - another enemy is breaking in on the left. After running along the corridor, at the end of it on the left you will see a partially open door - open it, go in, close it behind you.

    On the right side you will see a cramped laundry elevator, activate it and go upstairs. Think you're saved? Be that as it may... Waiting above is the wonderful Doctor Richard Trager, who was in charge of all these inhumane experiments. The passage of the game Outlast will not yet provide any options to escape from captivity - we are tied in all limbs, we are being taken somewhere in a wheelchair.

    Judging by the bloody route, like the doctor’s other “patients,” nothing good awaits Miles either. And the expectations are justified - the good doctor will cut off two of our hero's fingers with hefty scissors, after which, satisfied with himself, he will go into the neighboring rooms to do his other terrible things there - Miles is tied up, he is unlikely to be able to escape somewhere...

    But the chance will still appear - when the sadist leaves, quickly move the mouse to the sides to free yourself. When Miles has vomited enough, he will pick up the camera and be ready to continue fighting for his life, despite the loss of his fingers. Escape from the mad doctor will be an extremely difficult task. Firstly, he is much more dangerous than other enemies due to the fact that he is smarter - he prefers to open doors rather than break them down, so this will not slow him down much. Secondly, he does not shy away from workarounds in order to reach you faster. Third, just like Chris's brute, he will kill you in just two hits with his giant scissors. Not to mention that he looks under beds, in closets and other places where he can hide.

    But whichever challenging task No matter the escape, it must be accomplished in order to continue the passage of the game Outlast. The nearby elevator will help you with this, only it is started with a key, and the key has yet to be found, which is what we will do right now. Having freed yourself from captivity, go out into the corridor and reach another prisoner tied to the bed. Next, it is better to act extremely carefully and slowly - wait behind the column until our glorious doctor appears and will have fun cutting chest tied victim.

    After he finishes his bloody deed, he will go to the toilet where he cut off Miles' fingers to visit him. And it is at this moment that you need to break forward as quickly as possible - first onto the gurney, and from it into the ventilation shaft. Jump down from it, walk along the corridor, looking around so as not to fall into the field of view of a dangerous enemy. Having run to the end of the next corridor, you will find a door supported by a cabinet; you need to move it, after which you can go through this very door.

    It is extremely important to start pushing the cabinet before you are discovered, otherwise you simply will not have time to do anything. Behind the door, run along the corridor without turning, you will find another gurney under ventilation shaft- climb into the tunnel at the top. After jumping further, look for the room with the key, it blinks quite brightly, so it is clearly visible, hanging on the shield. As soon as you take the key, the doctor will begin to pursue you again, cutting down the doors with his huge scissors. Sometimes, during persecution, he is very pleased with the epic phrase “they should have cut off the leg first, not the finger, it was somehow unprofessional.” And it’s hard to argue with him - without fingers we run, but without legs everything would be the same.

    Jump out of the room through the same opening through which you entered it and run as hard as you can to the elevator. There are several paths to it, it is advisable to have a good visual memory so as not to wander through the corridors and rooms in vain, risking falling into the clutches of the doctor again. After entering the elevator, continue the passage of the game Outlast, activating it with the key, the elevator will begin to descend. True, the crazy maniac doctor will have time to go down to the lower floor, where he will break open the door and get into the elevator. Maisel will push the enemy back, and the elevator will continue to move. Thus, the doctor's body will get stuck between the moving elevator car and the upward floor of the floor being left. It will be cut into two parts - that's right, good man there must be a lot.

    The elevator, however, will not hold up and will stop, but the elimination of such a dangerous enemy is more important. Exit the elevator through the hatch at the top, having first opened it and pulled yourself up. You will go out into a small room, run out of it into the corridor on the right, in it turn left to the steps. Go down them to the lower floor, there through a narrow passage you will enter a room with a computer turned on. Exit through the door on the other side, through the gap you will exit into an illuminated spacious room. At the end of it on the right you will see Father Martin, that very “priest”. He will offer to meet outside.

    We go out into a small corridor on the left, turn right in it and on the right side you will find a door - open it and enter. You will find yourself in a locker room with a bunch of lockers, where you can also find another magazine. From the locker room you will exit past the washbasins and urinals through wooden door, behind it is another corridor. Go to the right, past the wheelchair, on the left a few meters away there will be a small table, and above it there is a window opening through which we need to jump, first jumping onto that very table. Before jumping up, you can walk straight along the corridor to explore the area, you can get hold of a battery, for example.

    Jumping over the top of the table, you will see a fire ahead. Fire is dangerous, try not to get into it. All flaming obstacles during the Outlast passage can be avoided - you can go around some, jump over somewhere, or closer to the exit you can bend down to get under the tabletop. From the burning room, exit into the corridor, turning left. Next, go straight along it, climb through the rubbish in front, then go out into another corridor on the left. There you will see a room with fire-fighting equipment, but there is no water, you will first have to turn two valves.

    True, the task will be complicated by the appearance of the thug Chris, you will have to traditionally either run away or hide from him. It's best to crouch if the enemy is nearby - this way you greatly reduce the likelihood of detection. One valve is located behind a long room with bathtubs and a non-aggressive freak sitting there, the entrance to the room is on the left side after you go through the corridor. There, after turning left, you need to squeeze through the rubble sideways.

    You will find the second valve, on the contrary, in the right wing of the building after exiting that same corridor. True, in the second case you will have to run around the rooms, but the target room is a dead end, so sooner or later you will enter it. After activating the second valve to continue the Outlast walkthrough, return to the control panel to activate fire protection system. Now we need to run to where the flames were blazing - the fire is no longer a hindrance for us to move on.

    Be careful - the thug is still here, but the pouring water greatly impairs the view. From the spacious room where the fire was raging, exit through the open double door into the kitchen, jumping over obstacles along the way. Around the corner in the kitchen, another psycho will suddenly jump out to the right, the mechanism for dealing with him is already familiar - you need to quickly move the mouse around. Having pushed away the adversary, turn into the corridor on the right, follow it straight until you come out into a spacious hall. In the hall on the left there will be a corridor, at the end of which there will be a glowing inscription "Exit". This is the exit to the street, where the priest offered to meet us. Before leaving the building, you can explore the rooms.